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Microlite20 : the smallest thing in gaming
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<blockquote data-quote="Larcen" data-source="post: 3331900" data-attributes="member: 2406"><p>Thanks. The whole system came about because I have been reading a lot of rules-lite systems lately and one thing kept annoying me. That is since the bonuses are always so low, a huge discrepancy starts to show up fairly quickly between people who have relatively small differences in bonuses. </p><p></p><p>For instance in Risus (a game that sounds super, BTW, and I would like to try it), a person with a rating of 2 seems to be in dire trouble going up against someone with a rating of 4. The scales are tipped too far in one direction with the simple addition of 1 or 2 rating points. </p><p></p><p>I like heroic fantasy concepts and so this ratio system was a way to allow even someone who is rated a +1 to have a chance of success against something that is rated a +8, for example. Remember that success is not always killing the other player, in a hitpoint based combat system it may just mean inflicting a satisfying wound before meeting your maker...</p><p></p><p>In complex game systems this inequality is not as obvious since generally larger bonuses are used and contests are usually determined by many rolls.</p><p></p><p>Another thing I was trying to "fix" with this system was that systems that use a set die type either have this huge range of potential results (like rolling a D20 can give you +6 thru +25 for instance), or a range that seems to small and soon makes certain rolls impossible. Hopefully with this ratio system any roll seems possible and the result ranges shouldn't be an issue. </p><p></p><p>In other words the GM doesnt have to wrack his brain thinking "if I make this trap this DC, then it will be too easy for this player and impossible for this player." He can just set a DC to the trap and everyone is guaranteed to have a proportional chance of success.</p></blockquote><p></p>
[QUOTE="Larcen, post: 3331900, member: 2406"] Thanks. The whole system came about because I have been reading a lot of rules-lite systems lately and one thing kept annoying me. That is since the bonuses are always so low, a huge discrepancy starts to show up fairly quickly between people who have relatively small differences in bonuses. For instance in Risus (a game that sounds super, BTW, and I would like to try it), a person with a rating of 2 seems to be in dire trouble going up against someone with a rating of 4. The scales are tipped too far in one direction with the simple addition of 1 or 2 rating points. I like heroic fantasy concepts and so this ratio system was a way to allow even someone who is rated a +1 to have a chance of success against something that is rated a +8, for example. Remember that success is not always killing the other player, in a hitpoint based combat system it may just mean inflicting a satisfying wound before meeting your maker... In complex game systems this inequality is not as obvious since generally larger bonuses are used and contests are usually determined by many rolls. Another thing I was trying to "fix" with this system was that systems that use a set die type either have this huge range of potential results (like rolling a D20 can give you +6 thru +25 for instance), or a range that seems to small and soon makes certain rolls impossible. Hopefully with this ratio system any roll seems possible and the result ranges shouldn't be an issue. In other words the GM doesnt have to wrack his brain thinking "if I make this trap this DC, then it will be too easy for this player and impossible for this player." He can just set a DC to the trap and everyone is guaranteed to have a proportional chance of success. [/QUOTE]
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